$30 off During Our Annual Pro Sale. View Details »

Prototyping: A Component for Successful Projects

Prototyping: A Component for Successful Projects

Chris Griffith

January 24, 2014
Tweet

More Decks by Chris Griffith

Other Decks in Technology

Transcript

  1. Prototyping:  A  Component  
    for  Successful  Projects  
    Chris  Griffith  
    Qualcomm,  Inc.  
    User  Experience  Group  

    View Slide

  2. Available  for  iPhone  
    h/p://bit.ly/ctSHPY  
    Conference  App  Available  

    View Slide

  3. View Slide

  4. What  is  Prototyping  
     …incomplete  versions  of  the  soEware  program  being  
    developed.  A  prototype  typically  implements  only  a  small  
    subset  of  the  features  of  the  eventual  program,  and  the  
    implementaHon  may  be  completely  different  from  that  of  
    the  eventual  product.  
     
    (hKp://en.wikipedia.org/wiki/SoEware_prototyping)
     

    View Slide

  5. View Slide

  6. View Slide

  7. View Slide

  8. View Slide

  9. View Slide

  10. Source:  hKp://www.whaKofix.com/blog/archives/2008/05/peace_for_pachy.php  

    View Slide

  11. View Slide

  12. View Slide

  13. View Slide

  14. View Slide

  15. View Slide

  16. View Slide

  17. View Slide

  18. Short  Timeframes  

    View Slide

  19. Build  only  what  you  need  

    View Slide

  20. Don’t  be  afraid  to  throw  it  out  

    View Slide

  21. Types  of  Prototyping  
    • Low  Fidelity  
    • Medium  Fidelity  
    • High  Fidelity  

    View Slide

  22. Low  Fidelity  
    • Quick  to  develop  
    • Allows  for  exploraHons  of  ideas  
    • Can  be  more  difficult  to  conduct  user  studies  
    • Zero  coding!  

    View Slide

  23. Paper  Prototyping  
    Source:  hKp://usereccentric.com/entries/000333.html  

    View Slide

  24. Paper  Prototyping  

    View Slide

  25. Tools  

    View Slide

  26. Resources  

    View Slide

  27. Medium  Fidelity  
    • More  “real”  user  experience  
    • Longer  design  Hme  
    • Longer  development  Hme  
    • Some  level  of  programming  
    • “Golden  Path”  /  Slideshow  

    View Slide

  28. Medium  Fidelity  

    View Slide

  29. Tools  

    View Slide

  30. High  Fidelity  
    • Closer  to  reality  
    • Greater  design  requirements  
    • More  development  Hme  
    • Can  serve  as  a  reference  pla_orm  for  other  groups  
    (Engineering,  QA,  MarkeHng)  

    View Slide

  31. High  Fidelity  

    View Slide

  32. Tools  

    View Slide

  33. View Slide

  34. View Slide

  35. View Slide

  36. Demos  

    View Slide

  37. iPhone  Tricks  
     
    href=“myIcon.png”>  
    content=“yes”>  
    href=“mySplash.png”>  
     

    View Slide

  38. View Slide

  39. Source  hKp://usability.wikimedia.org/wiki/File:Research-­‐Photo-­‐LabTesHng.jpg  

    View Slide

  40. Prototyping  PiJalls  

    View Slide

  41. Fidelity  Trap  

    View Slide

  42. “Looks  Done  to  me!  
    Ship  IT!”  

    View Slide

  43. Prototyping:  A  PracOOoner's  Guide  

    View Slide

  44. View Slide

  45. Keys  to  Successful  Prototyping  
    • Short  development  Hme  
    • Throw-­‐away  code  (mostly)  
    • Fake  it  (when  you  can)  

    View Slide

  46. Q&A  

    View Slide

  47. Contact  me:  
    • cgriffi[email protected]  
    • TwiKer:  @chrisgriffith  
    • Blog:  hKp://chrisgriffith.wordpress.com/  

    View Slide

  48. Thanks!  

    View Slide

  49. View Slide

  50. Title  

    View Slide